import {
	Vector2
} from "../../../build/three.module.js";

/**
 * NVIDIA FXAA by Timothy Lottes
 * http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
 * - WebGL port by @supereggbert
 * http://www.glge.org/demos/fxaa/
 */

var FXAAShader = {

	uniforms: {

		'tDiffuse': { value: null },
		'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }

	},

	vertexShader: [

		'varying vec2 vUv;',

		'void main() {',

		'	vUv = uv;',
		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',

		'}'

	].join( '\n' ),

	fragmentShader: [
		'precision highp float;',
		'',
		'uniform sampler2D tDiffuse;',
		'',
		'uniform vec2 resolution;',
		'',
		'varying vec2 vUv;',
		'',
		'// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)',
		'',
		'//----------------------------------------------------------------------------------',
		'// File:        es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag',
		'// SDK Version: v3.00',
		'// Email:       gameworks@nvidia.com',
		'// Site:        http://developer.nvidia.com/',
		'//',
		'// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.',
		'//',
		'// Redistribution and use in source and binary forms, with or without',
		'// modification, are permitted provided that the following conditions',
		'// are met:',
		'//  * Redistributions of source code must retain the above copyright',
		'//    notice, this list of conditions and the following disclaimer.',
		'//  * Redistributions in binary form must reproduce the above copyright',
		'//    notice, this list of conditions and the following disclaimer in the',
		'//    documentation and/or other materials provided with the distribution.',
		'//  * Neither the name of NVIDIA CORPORATION nor the names of its',
		'//    contributors may be used to endorse or promote products derived',
		'//    from this software without specific prior written permission.',
		'//',
		'// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS\'\' AND ANY',
		'// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE',
		'// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR',
		'// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR',
		'// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,',
		'// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,',
		'// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR',
		'// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY',
		'// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT',
		'// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE',
		'// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.',
		'//',
		'//----------------------------------------------------------------------------------',
		'',
		'#define FXAA_PC 1',
		'#define FXAA_GLSL_100 1',
		'#define FXAA_QUALITY_PRESET 12',
		'',
		'#define FXAA_GREEN_AS_LUMA 1',
		'',
		'/*--------------------------------------------------------------------------*/',
		'#ifndef FXAA_PC_CONSOLE',
		'    //',
		'    // The console algorithm for PC is included',
		'    // for developers targeting really low spec machines.',
		'    // Likely better to just run FXAA_PC, and use a really low preset.',
		'    //',
		'    #define FXAA_PC_CONSOLE 0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#ifndef FXAA_GLSL_120',
		'    #define FXAA_GLSL_120 0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#ifndef FXAA_GLSL_130',
		'    #define FXAA_GLSL_130 0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#ifndef FXAA_HLSL_3',
		'    #define FXAA_HLSL_3 0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#ifndef FXAA_HLSL_4',
		'    #define FXAA_HLSL_4 0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#ifndef FXAA_HLSL_5',
		'    #define FXAA_HLSL_5 0',
		'#endif',
		'/*==========================================================================*/',
		'#ifndef FXAA_GREEN_AS_LUMA',
		'    //',
		'    // For those using non-linear color,',
		'    // and either not able to get luma in alpha, or not wanting to,',
		'    // this enables FXAA to run using green as a proxy for luma.',
		'    // So with this enabled, no need to pack luma in alpha.',
		'    //',
		'    // This will turn off AA on anything which lacks some amount of green.',
		'    // Pure red and blue or combination of only R and B, will get no AA.',
		'    //',
		'    // Might want to lower the settings for both,',
		'    //    fxaaConsoleEdgeThresholdMin',
		'    //    fxaaQualityEdgeThresholdMin',
		'    // In order to insure AA does not get turned off on colors',
		'    // which contain a minor amount of green.',
		'    //',
		'    // 1 = On.',
		'    // 0 = Off.',
		'    //',
		'    #define FXAA_GREEN_AS_LUMA 0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#ifndef FXAA_EARLY_EXIT',
		'    //',
		'    // Controls algorithm\'s early exit path.',
		'    // On PS3 turning this ON adds 2 cycles to the shader.',
		'    // On 360 turning this OFF adds 10ths of a millisecond to the shader.',
		'    // Turning this off on console will result in a more blurry image.',
		'    // So this defaults to on.',
		'    //',
		'    // 1 = On.',
		'    // 0 = Off.',
		'    //',
		'    #define FXAA_EARLY_EXIT 1',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#ifndef FXAA_DISCARD',
		'    //',
		'    // Only valid for PC OpenGL currently.',
		'    // Probably will not work when FXAA_GREEN_AS_LUMA = 1.',
		'    //',
		'    // 1 = Use discard on pixels which don\'t need AA.',
		'    //     For APIs which enable concurrent TEX+ROP from same surface.',
		'    // 0 = Return unchanged color on pixels which don\'t need AA.',
		'    //',
		'    #define FXAA_DISCARD 0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#ifndef FXAA_FAST_PIXEL_OFFSET',
		'    //',
		'    // Used for GLSL 120 only.',
		'    //',
		'    // 1 = GL API supports fast pixel offsets',
		'    // 0 = do not use fast pixel offsets',
		'    //',
		'    #ifdef GL_EXT_gpu_shader4',
		'        #define FXAA_FAST_PIXEL_OFFSET 1',
		'    #endif',
		'    #ifdef GL_NV_gpu_shader5',
		'        #define FXAA_FAST_PIXEL_OFFSET 1',
		'    #endif',
		'    #ifdef GL_ARB_gpu_shader5',
		'        #define FXAA_FAST_PIXEL_OFFSET 1',
		'    #endif',
		'    #ifndef FXAA_FAST_PIXEL_OFFSET',
		'        #define FXAA_FAST_PIXEL_OFFSET 0',
		'    #endif',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#ifndef FXAA_GATHER4_ALPHA',
		'    //',
		'    // 1 = API supports gather4 on alpha channel.',
		'    // 0 = API does not support gather4 on alpha channel.',
		'    //',
		'    #if (FXAA_HLSL_5 == 1)',
		'        #define FXAA_GATHER4_ALPHA 1',
		'    #endif',
		'    #ifdef GL_ARB_gpu_shader5',
		'        #define FXAA_GATHER4_ALPHA 1',
		'    #endif',
		'    #ifdef GL_NV_gpu_shader5',
		'        #define FXAA_GATHER4_ALPHA 1',
		'    #endif',
		'    #ifndef FXAA_GATHER4_ALPHA',
		'        #define FXAA_GATHER4_ALPHA 0',
		'    #endif',
		'#endif',
		'',
		'',
		'/*============================================================================',
		'                        FXAA QUALITY - TUNING KNOBS',
		'------------------------------------------------------------------------------',
		'NOTE the other tuning knobs are now in the shader function inputs!',
		'============================================================================*/',
		'#ifndef FXAA_QUALITY_PRESET',
		'    //',
		'    // Choose the quality preset.',
		'    // This needs to be compiled into the shader as it effects code.',
		'    // Best option to include multiple presets is to',
		'    // in each shader define the preset, then include this file.',
		'    //',
		'    // OPTIONS',
		'    // -----------------------------------------------------------------------',
		'    // 10 to 15 - default medium dither (10=fastest, 15=highest quality)',
		'    // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)',
		'    // 39       - no dither, very expensive',
		'    //',
		'    // NOTES',
		'    // -----------------------------------------------------------------------',
		'    // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)',
		'    // 13 = about same speed as FXAA 3.9 and better than 12',
		'    // 23 = closest to FXAA 3.9 visually and performance wise',
		'    //  _ = the lowest digit is directly related to performance',
		'    // _  = the highest digit is directly related to style',
		'    //',
		'    #define FXAA_QUALITY_PRESET 12',
		'#endif',
		'',
		'',
		'/*============================================================================',
		'',
		'                           FXAA QUALITY - PRESETS',
		'',
		'============================================================================*/',
		'',
		'/*============================================================================',
		'                     FXAA QUALITY - MEDIUM DITHER PRESETS',
		'============================================================================*/',
		'#if (FXAA_QUALITY_PRESET == 10)',
		'    #define FXAA_QUALITY_PS 3',
		'    #define FXAA_QUALITY_P0 1.5',
		'    #define FXAA_QUALITY_P1 3.0',
		'    #define FXAA_QUALITY_P2 12.0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_QUALITY_PRESET == 11)',
		'    #define FXAA_QUALITY_PS 4',
		'    #define FXAA_QUALITY_P0 1.0',
		'    #define FXAA_QUALITY_P1 1.5',
		'    #define FXAA_QUALITY_P2 3.0',
		'    #define FXAA_QUALITY_P3 12.0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_QUALITY_PRESET == 12)',
		'    #define FXAA_QUALITY_PS 5',
		'    #define FXAA_QUALITY_P0 1.0',
		'    #define FXAA_QUALITY_P1 1.5',
		'    #define FXAA_QUALITY_P2 2.0',
		'    #define FXAA_QUALITY_P3 4.0',
		'    #define FXAA_QUALITY_P4 12.0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_QUALITY_PRESET == 13)',
		'    #define FXAA_QUALITY_PS 6',
		'    #define FXAA_QUALITY_P0 1.0',
		'    #define FXAA_QUALITY_P1 1.5',
		'    #define FXAA_QUALITY_P2 2.0',
		'    #define FXAA_QUALITY_P3 2.0',
		'    #define FXAA_QUALITY_P4 4.0',
		'    #define FXAA_QUALITY_P5 12.0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_QUALITY_PRESET == 14)',
		'    #define FXAA_QUALITY_PS 7',
		'    #define FXAA_QUALITY_P0 1.0',
		'    #define FXAA_QUALITY_P1 1.5',
		'    #define FXAA_QUALITY_P2 2.0',
		'    #define FXAA_QUALITY_P3 2.0',
		'    #define FXAA_QUALITY_P4 2.0',
		'    #define FXAA_QUALITY_P5 4.0',
		'    #define FXAA_QUALITY_P6 12.0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_QUALITY_PRESET == 15)',
		'    #define FXAA_QUALITY_PS 8',
		'    #define FXAA_QUALITY_P0 1.0',
		'    #define FXAA_QUALITY_P1 1.5',
		'    #define FXAA_QUALITY_P2 2.0',
		'    #define FXAA_QUALITY_P3 2.0',
		'    #define FXAA_QUALITY_P4 2.0',
		'    #define FXAA_QUALITY_P5 2.0',
		'    #define FXAA_QUALITY_P6 4.0',
		'    #define FXAA_QUALITY_P7 12.0',
		'#endif',
		'',
		'/*============================================================================',
		'                     FXAA QUALITY - LOW DITHER PRESETS',
		'============================================================================*/',
		'#if (FXAA_QUALITY_PRESET == 20)',
		'    #define FXAA_QUALITY_PS 3',
		'    #define FXAA_QUALITY_P0 1.5',
		'    #define FXAA_QUALITY_P1 2.0',
		'    #define FXAA_QUALITY_P2 8.0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_QUALITY_PRESET == 21)',
		'    #define FXAA_QUALITY_PS 4',
		'    #define FXAA_QUALITY_P0 1.0',
		'    #define FXAA_QUALITY_P1 1.5',
		'    #define FXAA_QUALITY_P2 2.0',
		'    #define FXAA_QUALITY_P3 8.0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_QUALITY_PRESET == 22)',
		'    #define FXAA_QUALITY_PS 5',
		'    #define FXAA_QUALITY_P0 1.0',
		'    #define FXAA_QUALITY_P1 1.5',
		'    #define FXAA_QUALITY_P2 2.0',
		'    #define FXAA_QUALITY_P3 2.0',
		'    #define FXAA_QUALITY_P4 8.0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_QUALITY_PRESET == 23)',
		'    #define FXAA_QUALITY_PS 6',
		'    #define FXAA_QUALITY_P0 1.0',
		'    #define FXAA_QUALITY_P1 1.5',
		'    #define FXAA_QUALITY_P2 2.0',
		'    #define FXAA_QUALITY_P3 2.0',
		'    #define FXAA_QUALITY_P4 2.0',
		'    #define FXAA_QUALITY_P5 8.0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_QUALITY_PRESET == 24)',
		'    #define FXAA_QUALITY_PS 7',
		'    #define FXAA_QUALITY_P0 1.0',
		'    #define FXAA_QUALITY_P1 1.5',
		'    #define FXAA_QUALITY_P2 2.0',
		'    #define FXAA_QUALITY_P3 2.0',
		'    #define FXAA_QUALITY_P4 2.0',
		'    #define FXAA_QUALITY_P5 3.0',
		'    #define FXAA_QUALITY_P6 8.0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_QUALITY_PRESET == 25)',
		'    #define FXAA_QUALITY_PS 8',
		'    #define FXAA_QUALITY_P0 1.0',
		'    #define FXAA_QUALITY_P1 1.5',
		'    #define FXAA_QUALITY_P2 2.0',
		'    #define FXAA_QUALITY_P3 2.0',
		'    #define FXAA_QUALITY_P4 2.0',
		'    #define FXAA_QUALITY_P5 2.0',
		'    #define FXAA_QUALITY_P6 4.0',
		'    #define FXAA_QUALITY_P7 8.0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_QUALITY_PRESET == 26)',
		'    #define FXAA_QUALITY_PS 9',
		'    #define FXAA_QUALITY_P0 1.0',
		'    #define FXAA_QUALITY_P1 1.5',
		'    #define FXAA_QUALITY_P2 2.0',
		'    #define FXAA_QUALITY_P3 2.0',
		'    #define FXAA_QUALITY_P4 2.0',
		'    #define FXAA_QUALITY_P5 2.0',
		'    #define FXAA_QUALITY_P6 2.0',
		'    #define FXAA_QUALITY_P7 4.0',
		'    #define FXAA_QUALITY_P8 8.0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_QUALITY_PRESET == 27)',
		'    #define FXAA_QUALITY_PS 10',
		'    #define FXAA_QUALITY_P0 1.0',
		'    #define FXAA_QUALITY_P1 1.5',
		'    #define FXAA_QUALITY_P2 2.0',
		'    #define FXAA_QUALITY_P3 2.0',
		'    #define FXAA_QUALITY_P4 2.0',
		'    #define FXAA_QUALITY_P5 2.0',
		'    #define FXAA_QUALITY_P6 2.0',
		'    #define FXAA_QUALITY_P7 2.0',
		'    #define FXAA_QUALITY_P8 4.0',
		'    #define FXAA_QUALITY_P9 8.0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_QUALITY_PRESET == 28)',
		'    #define FXAA_QUALITY_PS 11',
		'    #define FXAA_QUALITY_P0 1.0',
		'    #define FXAA_QUALITY_P1 1.5',
		'    #define FXAA_QUALITY_P2 2.0',
		'    #define FXAA_QUALITY_P3 2.0',
		'    #define FXAA_QUALITY_P4 2.0',
		'    #define FXAA_QUALITY_P5 2.0',
		'    #define FXAA_QUALITY_P6 2.0',
		'    #define FXAA_QUALITY_P7 2.0',
		'    #define FXAA_QUALITY_P8 2.0',
		'    #define FXAA_QUALITY_P9 4.0',
		'    #define FXAA_QUALITY_P10 8.0',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_QUALITY_PRESET == 29)',
		'    #define FXAA_QUALITY_PS 12',
		'    #define FXAA_QUALITY_P0 1.0',
		'    #define FXAA_QUALITY_P1 1.5',
		'    #define FXAA_QUALITY_P2 2.0',
		'    #define FXAA_QUALITY_P3 2.0',
		'    #define FXAA_QUALITY_P4 2.0',
		'    #define FXAA_QUALITY_P5 2.0',
		'    #define FXAA_QUALITY_P6 2.0',
		'    #define FXAA_QUALITY_P7 2.0',
		'    #define FXAA_QUALITY_P8 2.0',
		'    #define FXAA_QUALITY_P9 2.0',
		'    #define FXAA_QUALITY_P10 4.0',
		'    #define FXAA_QUALITY_P11 8.0',
		'#endif',
		'',
		'/*============================================================================',
		'                     FXAA QUALITY - EXTREME QUALITY',
		'============================================================================*/',
		'#if (FXAA_QUALITY_PRESET == 39)',
		'    #define FXAA_QUALITY_PS 12',
		'    #define FXAA_QUALITY_P0 1.0',
		'    #define FXAA_QUALITY_P1 1.0',
		'    #define FXAA_QUALITY_P2 1.0',
		'    #define FXAA_QUALITY_P3 1.0',
		'    #define FXAA_QUALITY_P4 1.0',
		'    #define FXAA_QUALITY_P5 1.5',
		'    #define FXAA_QUALITY_P6 2.0',
		'    #define FXAA_QUALITY_P7 2.0',
		'    #define FXAA_QUALITY_P8 2.0',
		'    #define FXAA_QUALITY_P9 2.0',
		'    #define FXAA_QUALITY_P10 4.0',
		'    #define FXAA_QUALITY_P11 8.0',
		'#endif',
		'',
		'',
		'',
		'/*============================================================================',
		'',
		'                                API PORTING',
		'',
		'============================================================================*/',
		'#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)',
		'    #define FxaaBool bool',
		'    #define FxaaDiscard discard',
		'    #define FxaaFloat float',
		'    #define FxaaFloat2 vec2',
		'    #define FxaaFloat3 vec3',
		'    #define FxaaFloat4 vec4',
		'    #define FxaaHalf float',
		'    #define FxaaHalf2 vec2',
		'    #define FxaaHalf3 vec3',
		'    #define FxaaHalf4 vec4',
		'    #define FxaaInt2 ivec2',
		'    #define FxaaSat(x) clamp(x, 0.0, 1.0)',
		'    #define FxaaTex sampler2D',
		'#else',
		'    #define FxaaBool bool',
		'    #define FxaaDiscard clip(-1)',
		'    #define FxaaFloat float',
		'    #define FxaaFloat2 float2',
		'    #define FxaaFloat3 float3',
		'    #define FxaaFloat4 float4',
		'    #define FxaaHalf half',
		'    #define FxaaHalf2 half2',
		'    #define FxaaHalf3 half3',
		'    #define FxaaHalf4 half4',
		'    #define FxaaSat(x) saturate(x)',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_GLSL_100 == 1)',
		'  #define FxaaTexTop(t, p) texture2D(t, p, 0.0)',
		'  #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_GLSL_120 == 1)',
		'    // Requires,',
		'    //  #version 120',
		'    // And at least,',
		'    //  #extension GL_EXT_gpu_shader4 : enable',
		'    //  (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)',
		'    #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)',
		'    #if (FXAA_FAST_PIXEL_OFFSET == 1)',
		'        #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)',
		'    #else',
		'        #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)',
		'    #endif',
		'    #if (FXAA_GATHER4_ALPHA == 1)',
		'        // use #extension GL_ARB_gpu_shader5 : enable',
		'        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)',
		'        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)',
		'        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)',
		'        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)',
		'    #endif',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_GLSL_130 == 1)',
		'    // Requires "#version 130" or better',
		'    #define FxaaTexTop(t, p) textureLod(t, p, 0.0)',
		'    #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)',
		'    #if (FXAA_GATHER4_ALPHA == 1)',
		'        // use #extension GL_ARB_gpu_shader5 : enable',
		'        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)',
		'        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)',
		'        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)',
		'        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)',
		'    #endif',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_HLSL_3 == 1)',
		'    #define FxaaInt2 float2',
		'    #define FxaaTex sampler2D',
		'    #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))',
		'    #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_HLSL_4 == 1)',
		'    #define FxaaInt2 int2',
		'    struct FxaaTex { SamplerState smpl; Texture2D tex; };',
		'    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)',
		'    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)',
		'#endif',
		'/*--------------------------------------------------------------------------*/',
		'#if (FXAA_HLSL_5 == 1)',
		'    #define FxaaInt2 int2',
		'    struct FxaaTex { SamplerState smpl; Texture2D tex; };',
		'    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)',
		'    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)',
		'    #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)',
		'    #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)',
		'    #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)',
		'    #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)',
		'#endif',
		'',
		'',
		'/*============================================================================',
		'                   GREEN AS LUMA OPTION SUPPORT FUNCTION',
		'============================================================================*/',
		'#if (FXAA_GREEN_AS_LUMA == 0)',
		'    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }',
		'#else',
		'    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }',
		'#endif',
		'',
		'',
		'',
		'',
		'/*============================================================================',
		'',
		'                             FXAA3 QUALITY - PC',
		'',
		'============================================================================*/',
		'#if (FXAA_PC == 1)',
		'/*--------------------------------------------------------------------------*/',
		'FxaaFloat4 FxaaPixelShader(',
		'    //',
		'    // Use noperspective interpolation here (turn off perspective interpolation).',
		'    // {xy} = center of pixel',
		'    FxaaFloat2 pos,',
		'    //',
		'    // Used only for FXAA Console, and not used on the 360 version.',
		'    // Use noperspective interpolation here (turn off perspective interpolation).',
		'    // {xy_} = upper left of pixel',
		'    // {_zw} = lower right of pixel',
		'    FxaaFloat4 fxaaConsolePosPos,',
		'    //',
		'    // Input color texture.',
		'    // {rgb_} = color in linear or perceptual color space',
		'    // if (FXAA_GREEN_AS_LUMA == 0)',
		'    //     {__a} = luma in perceptual color space (not linear)',
		'    FxaaTex tex,',
		'    //',
		'    // Only used on the optimized 360 version of FXAA Console.',
		'    // For everything but 360, just use the same input here as for "tex".',
		'    // For 360, same texture, just alias with a 2nd sampler.',
		'    // This sampler needs to have an exponent bias of -1.',
		'    FxaaTex fxaaConsole360TexExpBiasNegOne,',
		'    //',
		'    // Only used on the optimized 360 version of FXAA Console.',
		'    // For everything but 360, just use the same input here as for "tex".',
		'    // For 360, same texture, just alias with a 3nd sampler.',
		'    // This sampler needs to have an exponent bias of -2.',
		'    FxaaTex fxaaConsole360TexExpBiasNegTwo,',
		'    //',
		'    // Only used on FXAA Quality.',
		'    // This must be from a constant/uniform.',
		'    // {x_} = 1.0/screenWidthInPixels',
		'    // {_y} = 1.0/screenHeightInPixels',
		'    FxaaFloat2 fxaaQualityRcpFrame,',
		'    //',
		'    // Only used on FXAA Console.',
		'    // This must be from a constant/uniform.',
		'    // This effects sub-pixel AA quality and inversely sharpness.',
		'    //   Where N ranges between,',
		'    //     N = 0.50 (default)',
		'    //     N = 0.33 (sharper)',
		'    // {x__} = -N/screenWidthInPixels',
		'    // {_y_} = -N/screenHeightInPixels',
		'    // {_z_} =  N/screenWidthInPixels',
		'    // {__w} =  N/screenHeightInPixels',
		'    FxaaFloat4 fxaaConsoleRcpFrameOpt,',
		'    //',
		'    // Only used on FXAA Console.',
		'    // Not used on 360, but used on PS3 and PC.',
		'    // This must be from a constant/uniform.',
		'    // {x__} = -2.0/screenWidthInPixels',
		'    // {_y_} = -2.0/screenHeightInPixels',
		'    // {_z_} =  2.0/screenWidthInPixels',
		'    // {__w} =  2.0/screenHeightInPixels',
		'    FxaaFloat4 fxaaConsoleRcpFrameOpt2,',
		'    //',
		'    // Only used on FXAA Console.',
		'    // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.',
		'    // This must be from a constant/uniform.',
		'    // {x__} =  8.0/screenWidthInPixels',
		'    // {_y_} =  8.0/screenHeightInPixels',
		'    // {_z_} = -4.0/screenWidthInPixels',
		'    // {__w} = -4.0/screenHeightInPixels',
		'    FxaaFloat4 fxaaConsole360RcpFrameOpt2,',
		'    //',
		'    // Only used on FXAA Quality.',
		'    // This used to be the FXAA_QUALITY_SUBPIX define.',
		'    // It is here now to allow easier tuning.',
		'    // Choose the amount of sub-pixel aliasing removal.',
		'    // This can effect sharpness.',
		'    //   1.00 - upper limit (softer)',
		'    //   0.75 - default amount of filtering',
		'    //   0.50 - lower limit (sharper, less sub-pixel aliasing removal)',
		'    //   0.25 - almost off',
		'    //   0.00 - completely off',
		'    FxaaFloat fxaaQualitySubpix,',
		'    //',
		'    // Only used on FXAA Quality.',
		'    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.',
		'    // It is here now to allow easier tuning.',
		'    // The minimum amount of local contrast required to apply algorithm.',
		'    //   0.333 - too little (faster)',
		'    //   0.250 - low quality',
		'    //   0.166 - default',
		'    //   0.125 - high quality',
		'    //   0.063 - overkill (slower)',
		'    FxaaFloat fxaaQualityEdgeThreshold,',
		'    //',
		'    // Only used on FXAA Quality.',
		'    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.',
		'    // It is here now to allow easier tuning.',
		'    // Trims the algorithm from processing darks.',
		'    //   0.0833 - upper limit (default, the start of visible unfiltered edges)',
		'    //   0.0625 - high quality (faster)',
		'    //   0.0312 - visible limit (slower)',
		'    // Special notes when using FXAA_GREEN_AS_LUMA,',
		'    //   Likely want to set this to zero.',
		'    //   As colors that are mostly not-green',
		'    //   will appear very dark in the green channel!',
		'    //   Tune by looking at mostly non-green content,',
		'    //   then start at zero and increase until aliasing is a problem.',
		'    FxaaFloat fxaaQualityEdgeThresholdMin,',
		'    //',
		'    // Only used on FXAA Console.',
		'    // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.',
		'    // It is here now to allow easier tuning.',
		'    // This does not effect PS3, as this needs to be compiled in.',
		'    //   Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.',
		'    //   Due to the PS3 being ALU bound,',
		'    //   there are only three safe values here: 2 and 4 and 8.',
		'    //   These options use the shaders ability to a free *|/ by 2|4|8.',
		'    // For all other platforms can be a non-power of two.',
		'    //   8.0 is sharper (default!!!)',
		'    //   4.0 is softer',
		'    //   2.0 is really soft (good only for vector graphics inputs)',
		'    FxaaFloat fxaaConsoleEdgeSharpness,',
		'    //',
		'    // Only used on FXAA Console.',
		'    // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.',
		'    // It is here now to allow easier tuning.',
		'    // This does not effect PS3, as this needs to be compiled in.',
		'    //   Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.',
		'    //   Due to the PS3 being ALU bound,',
		'    //   there are only two safe values here: 1/4 and 1/8.',
		'    //   These options use the shaders ability to a free *|/ by 2|4|8.',
		'    // The console setting has a different mapping than the quality setting.',
		'    // Other platforms can use other values.',
		'    //   0.125 leaves less aliasing, but is softer (default!!!)',
		'    //   0.25 leaves more aliasing, and is sharper',
		'    FxaaFloat fxaaConsoleEdgeThreshold,',
		'    //',
		'    // Only used on FXAA Console.',
		'    // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.',
		'    // It is here now to allow easier tuning.',
		'    // Trims the algorithm from processing darks.',
		'    // The console setting has a different mapping than the quality setting.',
		'    // This only applies when FXAA_EARLY_EXIT is 1.',
		'    // This does not apply to PS3,',
		'    // PS3 was simplified to avoid more shader instructions.',
		'    //   0.06 - faster but more aliasing in darks',
		'    //   0.05 - default',
		'    //   0.04 - slower and less aliasing in darks',
		'    // Special notes when using FXAA_GREEN_AS_LUMA,',
		'    //   Likely want to set this to zero.',
		'    //   As colors that are mostly not-green',
		'    //   will appear very dark in the green channel!',
		'    //   Tune by looking at mostly non-green content,',
		'    //   then start at zero and increase until aliasing is a problem.',
		'    FxaaFloat fxaaConsoleEdgeThresholdMin,',
		'    //',
		'    // Extra constants for 360 FXAA Console only.',
		'    // Use zeros or anything else for other platforms.',
		'    // These must be in physical constant registers and NOT immediates.',
		'    // Immediates will result in compiler un-optimizing.',
		'    // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)',
		'    FxaaFloat4 fxaaConsole360ConstDir',
		') {',
		'/*--------------------------------------------------------------------------*/',
		'    FxaaFloat2 posM;',
		'    posM.x = pos.x;',
		'    posM.y = pos.y;',
		'    #if (FXAA_GATHER4_ALPHA == 1)',
		'        #if (FXAA_DISCARD == 0)',
		'            FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);',
		'            #if (FXAA_GREEN_AS_LUMA == 0)',
		'                #define lumaM rgbyM.w',
		'            #else',
		'                #define lumaM rgbyM.y',
		'            #endif',
		'        #endif',
		'        #if (FXAA_GREEN_AS_LUMA == 0)',
		'            FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);',
		'            FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));',
		'        #else',
		'            FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);',
		'            FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));',
		'        #endif',
		'        #if (FXAA_DISCARD == 1)',
		'            #define lumaM luma4A.w',
		'        #endif',
		'        #define lumaE luma4A.z',
		'        #define lumaS luma4A.x',
		'        #define lumaSE luma4A.y',
		'        #define lumaNW luma4B.w',
		'        #define lumaN luma4B.z',
		'        #define lumaW luma4B.x',
		'    #else',
		'        FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);',
		'        #if (FXAA_GREEN_AS_LUMA == 0)',
		'            #define lumaM rgbyM.w',
		'        #else',
		'            #define lumaM rgbyM.y',
		'        #endif',
		'        #if (FXAA_GLSL_100 == 1)',
		'          FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));',
		'          FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));',
		'          FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));',
		'          FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));',
		'        #else',
		'          FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));',
		'          FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));',
		'          FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));',
		'          FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));',
		'        #endif',
		'    #endif',
		'/*--------------------------------------------------------------------------*/',
		'    FxaaFloat maxSM = max(lumaS, lumaM);',
		'    FxaaFloat minSM = min(lumaS, lumaM);',
		'    FxaaFloat maxESM = max(lumaE, maxSM);',
		'    FxaaFloat minESM = min(lumaE, minSM);',
		'    FxaaFloat maxWN = max(lumaN, lumaW);',
		'    FxaaFloat minWN = min(lumaN, lumaW);',
		'    FxaaFloat rangeMax = max(maxWN, maxESM);',
		'    FxaaFloat rangeMin = min(minWN, minESM);',
		'    FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;',
		'    FxaaFloat range = rangeMax - rangeMin;',
		'    FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);',
		'    FxaaBool earlyExit = range < rangeMaxClamped;',
		'/*--------------------------------------------------------------------------*/',
		'    if(earlyExit)',
		'        #if (FXAA_DISCARD == 1)',
		'            FxaaDiscard;',
		'        #else',
		'            return rgbyM;',
		'        #endif',
		'/*--------------------------------------------------------------------------*/',
		'    #if (FXAA_GATHER4_ALPHA == 0)',
		'        #if (FXAA_GLSL_100 == 1)',
		'          FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));',
		'          FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));',
		'          FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));',
		'          FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));',
		'        #else',
		'          FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));',
		'          FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));',
		'          FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));',
		'          FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));',
		'        #endif',
		'    #else',
		'        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));',
		'        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));',
		'    #endif',
		'/*--------------------------------------------------------------------------*/',
		'    FxaaFloat lumaNS = lumaN + lumaS;',
		'    FxaaFloat lumaWE = lumaW + lumaE;',
		'    FxaaFloat subpixRcpRange = 1.0/range;',
		'    FxaaFloat subpixNSWE = lumaNS + lumaWE;',
		'    FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;',
		'    FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;',
		'/*--------------------------------------------------------------------------*/',
		'    FxaaFloat lumaNESE = lumaNE + lumaSE;',
		'    FxaaFloat lumaNWNE = lumaNW + lumaNE;',
		'    FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;',
		'    FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;',
		'/*--------------------------------------------------------------------------*/',
		'    FxaaFloat lumaNWSW = lumaNW + lumaSW;',
		'    FxaaFloat lumaSWSE = lumaSW + lumaSE;',
		'    FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);',
		'    FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);',
		'    FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;',
		'    FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;',
		'    FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;',
		'    FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;',
		'/*--------------------------------------------------------------------------*/',
		'    FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;',
		'    FxaaFloat lengthSign = fxaaQualityRcpFrame.x;',
		'    FxaaBool horzSpan = edgeHorz >= edgeVert;',
		'    FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;',
		'/*--------------------------------------------------------------------------*/',
		'    if(!horzSpan) lumaN = lumaW;',
		'    if(!horzSpan) lumaS = lumaE;',
		'    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;',
		'    FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;',
		'/*--------------------------------------------------------------------------*/',
		'    FxaaFloat gradientN = lumaN - lumaM;',
		'    FxaaFloat gradientS = lumaS - lumaM;',
		'    FxaaFloat lumaNN = lumaN + lumaM;',
		'    FxaaFloat lumaSS = lumaS + lumaM;',
		'    FxaaBool pairN = abs(gradientN) >= abs(gradientS);',
		'    FxaaFloat gradient = max(abs(gradientN), abs(gradientS));',
		'    if(pairN) lengthSign = -lengthSign;',
		'    FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);',
		'/*--------------------------------------------------------------------------*/',
		'    FxaaFloat2 posB;',
		'    posB.x = posM.x;',
		'    posB.y = posM.y;',
		'    FxaaFloat2 offNP;',
		'    offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;',
		'    offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;',
		'    if(!horzSpan) posB.x += lengthSign * 0.5;',
		'    if( horzSpan) posB.y += lengthSign * 0.5;',
		'/*--------------------------------------------------------------------------*/',
		'    FxaaFloat2 posN;',
		'    posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;',
		'    posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;',
		'    FxaaFloat2 posP;',
		'    posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;',
		'    posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;',
		'    FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;',
		'    FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));',
		'    FxaaFloat subpixE = subpixC * subpixC;',
		'    FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));',
		'/*--------------------------------------------------------------------------*/',
		'    if(!pairN) lumaNN = lumaSS;',
		'    FxaaFloat gradientScaled = gradient * 1.0/4.0;',
		'    FxaaFloat lumaMM = lumaM - lumaNN * 0.5;',
		'    FxaaFloat subpixF = subpixD * subpixE;',
		'    FxaaBool lumaMLTZero = lumaMM < 0.0;',
		'/*--------------------------------------------------------------------------*/',
		'    lumaEndN -= lumaNN * 0.5;',
		'    lumaEndP -= lumaNN * 0.5;',
		'    FxaaBool doneN = abs(lumaEndN) >= gradientScaled;',
		'    FxaaBool doneP = abs(lumaEndP) >= gradientScaled;',
		'    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;',
		'    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;',
		'    FxaaBool doneNP = (!doneN) || (!doneP);',
		'    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;',
		'    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;',
		'/*--------------------------------------------------------------------------*/',
		'    if(doneNP) {',
		'        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
		'        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
		'        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
		'        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
		'        doneN = abs(lumaEndN) >= gradientScaled;',
		'        doneP = abs(lumaEndP) >= gradientScaled;',
		'        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;',
		'        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;',
		'        doneNP = (!doneN) || (!doneP);',
		'        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;',
		'        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;',
		'/*--------------------------------------------------------------------------*/',
		'        #if (FXAA_QUALITY_PS > 3)',
		'        if(doneNP) {',
		'            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
		'            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
		'            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
		'            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
		'            doneN = abs(lumaEndN) >= gradientScaled;',
		'            doneP = abs(lumaEndP) >= gradientScaled;',
		'            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;',
		'            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;',
		'            doneNP = (!doneN) || (!doneP);',
		'            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;',
		'            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;',
		'/*--------------------------------------------------------------------------*/',
		'            #if (FXAA_QUALITY_PS > 4)',
		'            if(doneNP) {',
		'                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
		'                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
		'                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
		'                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
		'                doneN = abs(lumaEndN) >= gradientScaled;',
		'                doneP = abs(lumaEndP) >= gradientScaled;',
		'                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;',
		'                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;',
		'                doneNP = (!doneN) || (!doneP);',
		'                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;',
		'                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;',
		'/*--------------------------------------------------------------------------*/',
		'                #if (FXAA_QUALITY_PS > 5)',
		'                if(doneNP) {',
		'                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
		'                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
		'                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
		'                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
		'                    doneN = abs(lumaEndN) >= gradientScaled;',
		'                    doneP = abs(lumaEndP) >= gradientScaled;',
		'                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;',
		'                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;',
		'                    doneNP = (!doneN) || (!doneP);',
		'                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;',
		'                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;',
		'/*--------------------------------------------------------------------------*/',
		'                    #if (FXAA_QUALITY_PS > 6)',
		'                    if(doneNP) {',
		'                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
		'                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
		'                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
		'                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
		'                        doneN = abs(lumaEndN) >= gradientScaled;',
		'                        doneP = abs(lumaEndP) >= gradientScaled;',
		'                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;',
		'                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;',
		'                        doneNP = (!doneN) || (!doneP);',
		'                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;',
		'                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;',
		'/*--------------------------------------------------------------------------*/',
		'                        #if (FXAA_QUALITY_PS > 7)',
		'                        if(doneNP) {',
		'                            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
		'                            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
		'                            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
		'                            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
		'                            doneN = abs(lumaEndN) >= gradientScaled;',
		'                            doneP = abs(lumaEndP) >= gradientScaled;',
		'                            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;',
		'                            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;',
		'                            doneNP = (!doneN) || (!doneP);',
		'                            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;',
		'                            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;',
		'/*--------------------------------------------------------------------------*/',
		'    #if (FXAA_QUALITY_PS > 8)',
		'    if(doneNP) {',
		'        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
		'        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
		'        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
		'        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
		'        doneN = abs(lumaEndN) >= gradientScaled;',
		'        doneP = abs(lumaEndP) >= gradientScaled;',
		'        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;',
		'        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;',
		'        doneNP = (!doneN) || (!doneP);',
		'        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;',
		'        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;',
		'/*--------------------------------------------------------------------------*/',
		'        #if (FXAA_QUALITY_PS > 9)',
		'        if(doneNP) {',
		'            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
		'            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
		'            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
		'            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
		'            doneN = abs(lumaEndN) >= gradientScaled;',
		'            doneP = abs(lumaEndP) >= gradientScaled;',
		'            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;',
		'            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;',
		'            doneNP = (!doneN) || (!doneP);',
		'            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;',
		'            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;',
		'/*--------------------------------------------------------------------------*/',
		'            #if (FXAA_QUALITY_PS > 10)',
		'            if(doneNP) {',
		'                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
		'                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
		'                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
		'                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
		'                doneN = abs(lumaEndN) >= gradientScaled;',
		'                doneP = abs(lumaEndP) >= gradientScaled;',
		'                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;',
		'                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;',
		'                doneNP = (!doneN) || (!doneP);',
		'                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;',
		'                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;',
		'/*--------------------------------------------------------------------------*/',
		'                #if (FXAA_QUALITY_PS > 11)',
		'                if(doneNP) {',
		'                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
		'                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
		'                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
		'                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
		'                    doneN = abs(lumaEndN) >= gradientScaled;',
		'                    doneP = abs(lumaEndP) >= gradientScaled;',
		'                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;',
		'                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;',
		'                    doneNP = (!doneN) || (!doneP);',
		'                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;',
		'                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;',
		'/*--------------------------------------------------------------------------*/',
		'                    #if (FXAA_QUALITY_PS > 12)',
		'                    if(doneNP) {',
		'                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
		'                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
		'                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
		'                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
		'                        doneN = abs(lumaEndN) >= gradientScaled;',
		'                        doneP = abs(lumaEndP) >= gradientScaled;',
		'                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;',
		'                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;',
		'                        doneNP = (!doneN) || (!doneP);',
		'                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;',
		'                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;',
		'/*--------------------------------------------------------------------------*/',
		'                    }',
		'                    #endif',
		'/*--------------------------------------------------------------------------*/',
		'                }',
		'                #endif',
		'/*--------------------------------------------------------------------------*/',
		'            }',
		'            #endif',
		'/*--------------------------------------------------------------------------*/',
		'        }',
		'        #endif',
		'/*--------------------------------------------------------------------------*/',
		'    }',
		'    #endif',
		'/*--------------------------------------------------------------------------*/',
		'                        }',
		'                        #endif',
		'/*--------------------------------------------------------------------------*/',
		'                    }',
		'                    #endif',
		'/*--------------------------------------------------------------------------*/',
		'                }',
		'                #endif',
		'/*--------------------------------------------------------------------------*/',
		'            }',
		'            #endif',
		'/*--------------------------------------------------------------------------*/',
		'        }',
		'        #endif',
		'/*--------------------------------------------------------------------------*/',
		'    }',
		'/*--------------------------------------------------------------------------*/',
		'    FxaaFloat dstN = posM.x - posN.x;',
		'    FxaaFloat dstP = posP.x - posM.x;',
		'    if(!horzSpan) dstN = posM.y - posN.y;',
		'    if(!horzSpan) dstP = posP.y - posM.y;',
		'/*--------------------------------------------------------------------------*/',
		'    FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;',
		'    FxaaFloat spanLength = (dstP + dstN);',
		'    FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;',
		'    FxaaFloat spanLengthRcp = 1.0/spanLength;',
		'/*--------------------------------------------------------------------------*/',
		'    FxaaBool directionN = dstN < dstP;',
		'    FxaaFloat dst = min(dstN, dstP);',
		'    FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;',
		'    FxaaFloat subpixG = subpixF * subpixF;',
		'    FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;',
		'    FxaaFloat subpixH = subpixG * fxaaQualitySubpix;',
		'/*--------------------------------------------------------------------------*/',
		'    FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;',
		'    FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);',
		'    if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;',
		'    if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;',
		'    #if (FXAA_DISCARD == 1)',
		'        return FxaaTexTop(tex, posM);',
		'    #else',
		'        return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);',
		'    #endif',
		'}',
		'/*==========================================================================*/',
		'#endif',
		'',
		'void main() {',
		'  gl_FragColor = FxaaPixelShader(',
		'    vUv,',
		'    vec4(0.0),',
		'    tDiffuse,',
		'    tDiffuse,',
		'    tDiffuse,',
		'    resolution,',
		'    vec4(0.0),',
		'    vec4(0.0),',
		'    vec4(0.0),',
		'    0.75,',
		'    0.166,',
		'    0.0833,',
		'    0.0,',
		'    0.0,',
		'    0.0,',
		'    vec4(0.0)',
		'  );',
		'',
		'  // TODO avoid querying texture twice for same texel',
		'  gl_FragColor.a = texture2D(tDiffuse, vUv).a;',
		'}'
	].join( '\n' )

};

export { FXAAShader };
